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JellyRovers

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A member registered Apr 17, 2020 · View creator page →

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This is my first go at taking Dead Gods into the stars. Picture scavcults picking their way through ancient archaeotech hulks, all for a chance to gain power in their pathetic part of the galaxy:

https://jellyrovers.itch.io/dead-stars

All feedback gratefully received!

Here is my first go: https://jellyrovers.itch.io/dead-stars

Was just having a think about this and I reckon the simplest thing would be to increase ranges for the Firing actions (9”/18”?) and then build up a roster of units to choose from with higher F stats than generally found in the “normal” version?

After half of dozen of games of DG at the Bootleg BOYL convention we had a few chats about house rules and came up with the following:

Critical Hits: Natural 1s  to hit with Battle or Firing mean the target has a +1 to their D roll

Butterfingers: If a unit carrying a Relic takes a Wound then they roll a D6 and on a 1 they drop the Relic.

Leg it!: We let a unit exit any board edge with a relic. If they managed to get it back to their side however they could then re-enter play.

Got 6 games played of Dead Gods for Bootleg BOYL in Nottingham. Proved a big hit, everyone cracked out the old lead to have Realm of Chaos warbands slogging it out.

An excellent blend of The Stanley Parable and the classic Hitchhikers Guide… adventure. My play through didn’t end well!

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I was thinking of using 1-3 for Creatures. Giant Rats/Dogs etc as Unarmed (1), Henchmen, Goblins, Orcs etc as Armed (2) and then more exotic ones like Dragons, Werewolfs etc as Magical (3).

I might be being dumb, but is there any reason to limit this to the 1-3 players mentioned?

Just did my maths again, forgot about roll again so yeah, an Ultra weapon can do 18. Phwoar.

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Done and done: https://jellyrovers.itch.io/tables-for-a-witch-dream (Hope this is okay - I have zero to no graphic design ability.)

This is exactly the FKR game I have been looking/waiting for. Have already rolled up my region, rumours, encounters etc and now ready for my group to explore.

I am thinking of adding in some extra tables/ideas for the Witch Dreams themselves, some astral plane, eternal champion, psychedelic dreamlands adventures to go along with the physical ones.

Great, just checking! So I reckon though you could feasibly do more damage with a  Heavy hit (up to 15!), Ultra weapons have the benefit of having a more consistent damage of 3-9. Makes sense!

Just to clarify one bit, if you do maximum damage you get to roll an additional “higher die” - is there anything higher than 3D3 for an Ultra weapon or do you reckon 9 damage is enough?!

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This looks so good! Going to be using it for my Mando/post-Jedi/pre-Awakens Star Wars games as the ship crew negotiate the various factions claiming power in the Outer Rim.

Just wondering if anymore revisions are coming at all? The Tips for Running the Game text is repeated under Chapter 1 and one of the sentences trails to nothing in the Ship To Ship section.

Or should I just get my pens out ? :)

Great work either way!